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use std::{collections::HashMap, ffi::OsStr, path::Path, time::Duration};
use ggez::{
graphics::{Drawable, Image, Rect},
*,
};
use crate::{
ui::UiContent,
ui::{Size, UiElementBuilder},
};
use std::hash::Hash;
use regex;
/// A Sprite is an advanced version of an image element, displaying an animated picture that can have multiple states (e.g. a walking, attacking, etc. version of a player character)
/// The sprite is initalized using an image file that contains multiple rows of images (each row representing a variant), where each row contains the same number of animation frames for each variant.
/// Drawing the sprite repeatedly draws every frame of the selected variant in order and then repeats from the beginning.
#[derive(Debug, Clone)]
pub struct Sprite {
/// Width of one sprite in the underlying sprite sheet.
w: u32,
/// Height of one sprite in the underlying sprite sheet.
h: u32,
/// The underlying sprite sheet. Is an option to allow a default.
spritesheet: Option<Image>,
/// The target time to spend each frame.
frame_time: Duration,
/// Time spent in the current frame.
current_frame_time: Duration,
/// The current frame.
current_frame: u32,
/// The current variant.
current_variant: u32,
}
impl Sprite {
/// Create a new sprite using the passed [ggez::graphics::Image] and set the duration after which a frame change occurs.
/// The values for the width and height of a single image within the sheet have to be passed manually.
/// Will never fail, as the image is already loaded by ggez.
pub fn new(spritesheet: Image, w: u32, h: u32, frame_time: Duration) -> Self {
Self {
frame_time,
w,
h,
spritesheet: Some(spritesheet),
current_frame_time: Duration::ZERO,
current_frame: 0,
current_variant: 0,
}
}
/// Create a new sprite from the file found at the passed path and set the duration after which a frame change occurs.
/// The values for the width and height of a single image within the sheet have to be passed manually.
/// May fail if the image cannot be loaded, because f.e. the path is wrong. Passing 'wrong' size values will yield unexpected behaviour but not panic.
pub fn from_path(
path: impl AsRef<Path>,
ctx: &Context,
w: u32,
h: u32,
frame_time: Duration,
) -> Result<Self, GameError> {
Ok(Self {
frame_time,
w,
h,
spritesheet: Some(Image::from_path(ctx, path)?),
current_frame_time: Duration::ZERO,
current_frame: 0,
current_variant: 0,
})
}
/// Create a new sprite using from the file found at the passed path and set the duration after which a frame change occurs.
/// The values for the width and height of a single image are read from the file name.
/// The file name needs to be formatted as ```name_possibly_containing_underscores_width_height.extension```.
/// May fail if the image cannot be loaded (e.g. if the path is wrong) or the file name is not formatted correctly.
pub fn from_path_fmt(
path: impl AsRef<Path>,
ctx: &Context,
frame_time: Duration,
) -> Result<Self, GameError> {
let pathstring = path
.as_ref()
.file_name()
.unwrap_or(OsStr::new(""))
.to_str()
.ok_or(GameError::CustomError(
"Path formatted incorrectly.".to_owned(),
))?;
let width_height = pathstring
.split('.')
.next()
.unwrap_or("")
.split('_')
.collect::<Vec<&str>>()
.iter()
.rev()
.take(2)
.copied()
.rev()
.collect::<Vec<&str>>();
let w = *width_height.first().ok_or(GameError::CustomError(format!(
"Filename formatted incorretly - not ending in _width_height.extension. Filename: {}",
pathstring
)))?;
let h = *width_height.get(1).ok_or(GameError::CustomError(format!(
"Filename formatted incorretly - not ending in _width_height.extension. Filename: {}",
pathstring
)))?;
let w = w.parse::<u32>().map_err(|_| {
GameError::CustomError(
format!("Filename formatted correctly, but width numbers could not be parsed. Width number: {}", w),
)
})?;
let h = h.parse::<u32>().map_err(|_| {
GameError::CustomError(
format!("Filename formatted correctly, but height numbers could not be parsed. Height number: {}", h),
)
})?;
Ok(Self {
frame_time,
w,
h,
spritesheet: Some(Image::from_path(ctx, path)?),
current_frame_time: Duration::ZERO,
current_frame: 0,
current_variant: 0,
})
}
/// Sets the variant this sprite is currently displaying. Numbers that are too large to represent a valid variant will wrap around.
pub fn set_variant(&mut self, variant: u32) {
if self.current_variant != variant {
self.current_variant = variant;
if self.h != 0 {
self.current_variant %= self
.spritesheet
.as_ref()
.map(|img| img.height())
.unwrap_or_default()
/ self.h;
}
self.current_frame_time = Duration::ZERO;
self.current_frame = 0;
}
}
/// Returns the variant this sprite is currently displaying.
pub fn get_variant(&self) -> u32 {
self.current_variant
}
/// Returns the width and height of a single frame of this sprite.
pub fn get_dimensions(&self) -> (f32, f32) {
(self.w as f32, self.h as f32)
}
/// Returns the duration between two frames.
pub fn get_frame_time(&self) -> Duration {
self.frame_time
}
/// Set the duration to wait between displaying two succeding frames.
pub fn set_frame_time(&mut self, frame_time: Duration) {
self.frame_time = frame_time;
}
/// Returns the required time to cycle through every frame of the sprite.
/// Returns 0 if the sprite has a frame time of zero.
pub fn get_cycle_time(&self) -> Duration {
self.frame_time
* self
.spritesheet
.as_ref()
.map(|img| img.width())
.unwrap_or_default()
/ self.w
}
/// Draws this sprite as given by the paramters, advancing the displayed frame as needed.
pub fn draw_sprite(
&mut self,
ctx: &Context,
canvas: &mut graphics::Canvas,
param: impl Into<graphics::DrawParam>,
) {
self.current_frame_time += ctx.time.delta();
while self.current_frame_time >= self.frame_time && !self.frame_time.is_zero() {
self.current_frame_time -= self.frame_time;
self.current_frame = (self.current_frame + 1)
% (self
.spritesheet
.as_ref()
.map(|img| img.width())
.unwrap_or_default()
/ self.w);
}
self.draw(canvas, param);
}
}
impl Drawable for Sprite {
fn draw(&self, canvas: &mut graphics::Canvas, param: impl Into<graphics::DrawParam>) {
if let Some(spritesheet) = &self.spritesheet {
spritesheet.draw(
canvas,
(param.into() as graphics::DrawParam).src(Rect::new(
(self.w * self.current_frame) as f32 / spritesheet.width() as f32,
(self.h * self.current_variant) as f32 / spritesheet.height() as f32,
self.w as f32 / spritesheet.width() as f32,
self.h as f32 / spritesheet.height() as f32,
)),
);
}
}
fn dimensions(
&self,
_gfx: &impl ggez::context::Has<ggez::graphics::GraphicsContext>,
) -> Option<ggez::graphics::Rect> {
Some(Rect::new(0., 0., self.w as f32, self.h as f32))
}
}
impl<T: Copy + Eq + Hash> UiContent<T> for Sprite {
fn to_element_builder(self, id: u32, _ctx: &Context) -> UiElementBuilder<T>
where
Self: Sized + 'static,
{
let (w, h) = (self.w, self.h);
UiElementBuilder::new(id, self)
.with_size(
Size::Fill(w as f32, f32::INFINITY),
Size::Fill(h as f32, f32::INFINITY),
)
.with_preserve_ratio(true)
}
fn draw_content(
&mut self,
ctx: &mut Context,
canvas: &mut graphics::Canvas,
param: crate::ui::UiDrawParam,
) {
self.draw_sprite(
ctx,
canvas,
param.param.dest_rect(Rect::new(
param.target.x,
param.target.y,
param.target.w / self.w as f32,
param.target.h / self.h as f32,
)),
);
}
}
impl Default for Sprite {
fn default() -> Self {
Self {
w: 0,
h: 0,
spritesheet: None,
frame_time: Duration::ZERO,
current_frame_time: Duration::ZERO,
current_frame: 0,
current_variant: 0,
}
}
}
/// A pool that contains a number of initialized [Sprite]s at once and can be passed around and allows initialization of sprites using the prototype pattern and without having to re-access the file system or pass around a loading context.
/// Provides functions for quickly initalizing folders of sprites and access methods similar to those of [graphics::Image] and [Sprite].
/// ### File format and access
/// File names must be formatted as ```NAME_WIDTH_HEIGHT.EXTENSION```.
/// Access keys into the pool are the full path to the image file (relative to the resource directory), followed by only NAME, width, height and extension are stripped.
/// This allows easy replacement of sprites with different formats.
/// ### Example
/// A file named ```mage_16_16.png``` in a subfolder ```/sprites/player``` of the resource folder will be accessible with the key ```/sprites/player/mage```.
pub struct SpritePool {
/// The sprites currently stored in this pool for cloning.
sprites: HashMap<String, Sprite>,
/// The default-duration any newly loaded sprite will be initialized with. Mostly importat if you use references to sprites in this pool.
default_duration: Duration,
}
impl SpritePool {
/// Creates a new (empty) [SpritePool] instance.
pub fn new() -> Self {
Self {
sprites: HashMap::new(),
default_duration: Duration::ZERO,
}
}
/// Sets a default duration this sprite pool will asign to every loaded sprite.
/// This is especially useful when using a lot of Sprites only as references.
pub fn with_default_duration(mut self, default_duration: Duration) -> Self {
self.default_duration = default_duration;
self
}
/// Loads all sprites within the given folder (relative to the ggez resource directory, see [ggez::context::ContextBuilder]) into the sprite pool.
/// Can also search all subfolders.
/// See [SpritePool] for required name formatting in order to load sprites correctly.
pub fn with_folder(
mut self,
ctx: &Context,
path: impl AsRef<Path>,
search_subfolders: bool,
) -> Self {
let paths = ctx
.fs
.read_dir(path.as_ref())
.expect("Could not find specified path.");
let sprite_match = regex::Regex::new(r"(.*)_\d*_\d*.[png|jpg|jpeg]").unwrap();
for sub_path in paths {
let path_string = sub_path.to_string_lossy().to_string();
if sprite_match.is_match(&path_string) {
if let Ok(sprite) =
Sprite::from_path_fmt(sub_path.clone(), ctx, self.default_duration)
{
self.sprites.insert(
sprite_match
.captures(&path_string)
.map(|c| c.get(1).map(|m| m.as_str()))
.unwrap_or_default()
.unwrap_or_default()
.replace('\\', "/"),
sprite,
);
}
} else if search_subfolders {
self = self.with_folder(ctx, sub_path, search_subfolders);
}
}
//println!("Now containing {} files.", self.sprites.len());
self
}
/// Initialies a sprite from the sprite pool.
/// The path syntax is exactly the same as for initalizing images or sprites, relative to the ggez resource folder.
/// See [graphics::Image] and [Sprite].
/// If the sprite (path) is not yet contained in the pool, an error is returned.
/// For lazy initalization, use [SpritePool::init_sprite_lazy] instead.
/// See [SpritePool] for rules related to key assignment.
pub fn init_sprite(
&self,
path: impl AsRef<Path>,
frame_time: Duration,
) -> Result<Sprite, GameError> {
let sprite = self
.sprites
.get(&path.as_ref().to_string_lossy().to_string())
.ok_or_else(|| GameError::CustomError("Could not find sprite.".to_owned()))?;
Ok(Sprite {
frame_time,
..sprite.clone()
})
}
/// Initialies a sprite from the sprite pool.
/// The path syntax is exactly the same as for initalizing images or sprites, relative to the ggez resource folder.
/// See [graphics::Image] and [Sprite].
/// If the sprite (path) is not yet contained in the pool, this panics.
/// If you want to return an error, use [SpritePool::init_sprite] instead.
/// For lazy initalization, use [SpritePool::init_sprite_lazy] instead.
/// See [SpritePool] for rules related to key assignment.
pub fn init_sprite_unchecked(&self, path: impl AsRef<Path>, frame_time: Duration) -> Sprite {
let sprite = self
.sprites
.get(&path.as_ref().to_string_lossy().to_string())
.unwrap_or_else(|| {
panic!(
"[ERROR/Mooeye] Could not find sprite {}.",
path.as_ref().to_string_lossy()
)
});
Sprite {
frame_time,
..sprite.clone()
}
}
/// Initialies a sprite from the sprite pool.
/// The path syntax is exactly the same as for initalizing images or sprites, relative to the ggez resource folder.
/// See [graphics::Image] and [Sprite].
/// If the sprite (path) is not yet contained in the pool, the system will attempt to load it from the file system and return it.
/// If this also fails, an error is returned.
/// See [SpritePool] for rules related to key assignment.
pub fn init_sprite_lazy(
&mut self,
ctx: &Context,
path: impl AsRef<Path>,
frame_time: Duration,
) -> Result<Sprite, GameError> {
// convert the key to a string
let key = path.as_ref().to_string_lossy().to_string();
// if it is not in the pool yet
if !self.sprites.contains_key(&key) {
// attempt to load the sprite
self.attempt_load(ctx, &key)?;
}
// try to return the sprite (that should now be inserted).
// If no sprite could be inserted, this will error
self.init_sprite(path, frame_time)
}
/// Splits the given path into a folder and file name.
/// Then searches the folder for a file with the name and suffix _w_h.imageformat.
/// If found, loads that sprite into the pool.
fn attempt_load(&mut self, ctx: &Context, key: &str) -> Result<(), GameError> {
// split off the directory to search
let directory = key.rsplit_once('/').unwrap_or_default().0.to_owned() + "/";
// get all branching paths
let paths = ctx.fs.read_dir(directory)?;
// genreate a regex to match image files
let sprite_match = regex::Regex::new(r"(.*)_\d*_\d*.[png|jpg|jpeg]").unwrap();
for sub_path in paths {
// for every file in path
let path_string = sub_path.to_string_lossy().to_string();
// check if its an image
if sprite_match.is_match(&path_string) {
// check what name the sprite would have
if let Some(Some(path_str)) = sprite_match
.captures(&path_string)
.map(|c| c.get(1).map(|m| m.as_str().replace('\\', "/").to_owned()))
{
// compare to the requested name
if path_str == key {
// if it fits and can be loaded, put it into the pool
if let Ok(sprite) =
Sprite::from_path_fmt(sub_path.clone(), ctx, self.default_duration)
{
self.sprites.insert(path_str, sprite);
return Ok(());
}
}
}
}
}
Err(GameError::CustomError(
"[ERROR/Mooeye] Could not find sprite.".to_owned(),
))
}
/// Returns a mutable reference to a sprite from the sprite pool.
/// ## Use
/// This is useful if you do not want to have each entity with the same sprite to hold a copy of the sprite.
/// Instead, you can just store keys to this sprite pool.
/// Note that the actual ```sprite_sheet``` in the [Sprite] struct is just a handle to data on the GPU, so the storage
/// savings are not monumental.
/// However, you still save some space as the state of the sprite does not need to be stored.
/// Not storing the sprite has a distince disadvantage: Different entities with the same reference cannot have different states,
/// so they always need to display the same frame and the same sprite-state.
/// The performance losses are dependent on the size of the sprite pool. Smaller sprite pools work better.
///
/// Of course, this function is supremely useful if you only need to draw a sprite once.
/// ## Syntax
/// The path syntax is exactly the same as for initalizing images or sprites, relative to the ggez resource folder.
/// See [graphics::Image] and [Sprite].
/// If the sprite (path) is not yet contained in the pool, an error is returned.
/// For lazy initalization, use [SpritePool::sprite_ref_lazy] instead.
/// See [SpritePool] for rules related to key assignment.
pub fn sprite_ref(&mut self, path: impl AsRef<Path>) -> Result<&mut Sprite, GameError> {
let sprite = self
.sprites
.get_mut(&path.as_ref().to_string_lossy().to_string())
.ok_or_else(|| {
GameError::CustomError(
"[ERROR/Mooeye] Could not find the specified sprite.".to_owned(),
)
})?;
Ok(sprite)
}
/// Returns a mutable reference to a sprite from the sprite pool.
/// For syntax and use see [SpritePool::sprite_ref], this is a lazy version of that function.
/// If the requested key is not yet in the sprite pool, this function will attempt to load it and return the correct reference.
/// If the requested file cannot be found, an error is returned.
pub fn sprite_ref_lazy(
&mut self,
ctx: &Context,
path: impl AsRef<Path>,
) -> Result<&mut Sprite, GameError> {
// convert the key to a string
let key = path.as_ref().to_string_lossy().to_string();
// if it is not in the pool yet
if !self.sprites.contains_key(&key) {
// attempt to load the sprite
self.attempt_load(ctx, &key)?;
}
// Return the sprite that is now (hopefully) in the pool. If it is not, this will error.
self.sprite_ref(path)
}
/// Prints all currently registered keys of this sprite pool. Useful if you are debugging key-issues.
pub fn print_keys(&self) {
println!("Currently registered keys:");
for (key, _) in self.sprites.iter() {
println!(" | {}", &key);
}
println!("-+----------------")
}
}
impl Default for SpritePool {
fn default() -> Self {
Self::new()
}
}